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sf2-damage-breakpoints.txt

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  1. --------------------------------------------------------------------------------
  2.  
  3. sf2 breakpoints
  4.  
  5. bp 07D844, 1, {printf "hit damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
  6. bp 02C880, 1, {printf "wall throw damage: %d", d0 band ffff; g}
  7. bp 02C8B0, 1, {printf "throw damage (A): %d", d0 band ffff; g}
  8. bp 0032D6, 1, {printf "throw damage (B): %d", d4 band ffff; g}
  9. bp 00304A, 1, {printf "hold damage: %d", d4 band ffff; g}
  10. bp 02CB9A, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", d1 band ffff, pc+134, maincpu.ow@(pc+da); g}
  11. bp 02CBE0, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+ee, maincpu.ow@(pc+94); g}
  12. bp 02CBF0, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+de, maincpu.ow@(pc+84); g}
  13. bp 003322, 1, {printf "throw dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+36, maincpu.ow@(pc+12); g}
  14.  
  15. sf2 random damage modifier tables for hits and throws
  16. 0937EC:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset $000
  17. 0937FC:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  18. 09380C:  01 02 03 01 02 01 02 01 01 01 01 02 01 01 01 01 offset $020
  19. 09381C:  02 01 03 01 03 01 02 03 01 01 02 01 01 02 01 01
  20. 09382C:  02 01 01 01 01 01 01 01 01 03 01 04 02 02 04 02 offset $040
  21. 09383C:  02 01 02 01 06 01 05 01 01 01 01 03 01 01 01 01
  22. 09384C:  00 00 00 00 00 0A 00 00 00 00 0A 00 00 00 00 00 offset $060
  23. 09385C:  00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 00
  24. 09386C:  00 F6 00 00 00 00 00 00 00 00 0A 00 00 00 0A 00 offset $080
  25. 09387C:  00 00 00 00 F1 00 00 00 00 0F 00 00 00 00 00 F6
  26. 09388C:  00 0A F1 F6 0A 00 F1 0F 0F 0F 00 F1 0F F1 0A 0F offset $0A0
  27. 09389C:  F1 00 F1 0A F6 0F 0F F6 F6 0F F1 0F F1 0F F1 F1
  28. 0938AC:  00 00 00 00 00 00 00 00 00 00 00 0A 00 00 00 00 offset $0C0
  29. 0938BC:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  30. 0938CC:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset $0E0
  31. 0938DC:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  32. 0938EC:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset $100
  33. 0938FC:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  34. 09390C:  18 18 18 18 18 18 14 14 14 14 14 10 10 10 10 10 offset $120
  35. 09391C:  0C 0C 0C 0C 0C 08 08 08 08 08 04 04 04 04 04 FD
  36. 09392C:  00 18 00 30 00 48 00 60 00 78 00 90 00 A8 00 C0 offset $140
  37. 09393C:  00 D8 00 F0 01 08 01 20 01 20 01 5C 01 98 01 D4
  38. 09394C:  01 20 02 10 02 4C 02 88 02 C4 03 00 03 3C 03 78 offset $160
  39. 09395C:  03 9C 03 C4 03 C8 03 F0 03 9C 04 18 04 40 04 68
  40. 09396C:  04 90 04 B8 04 E0 05 08 05 18 05 2C 05 40 05 44 offset $180
  41. 09397C:  05 18 05 58 05 6C 05 80 05 94 05 A8 05 BC 05 D0
  42. 09398C:  05 CC 06 14 06 5C 06 A4 05 CC 06 EC 07 34 07 7C offset $1A0
  43. 09399C:  07 C4 08 0C 08 54 08 9C 00 C0 00 FC 01 38 01 74
  44. 0939AC:  00 C0 01 B0 01 EC 02 28 02 64 02 A0 02 DC 03 18 offset $1C0
  45. 0939BC:  08 B4 08 C4 08 D4 08 E4 08 B4 08 F4 08 F8 09 08
  46. 0939CC:  09 18 09 28 09 38 09 48 09 40 09 D8 0A 70 0B 08 offset $1E0
  47. 0939DC:  09 40 0B A0 0C 38 0C 3C 0C D4 0D 6C 0E 04 0E 9C
  48.  
  49. sf2 random dizzy modifier table for hits
  50. 02CCCE:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
  51. 02CCDE:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
  52.  
  53. sf2 random dizzy modifier table for throws
  54. 003358:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
  55. 003368:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
  56. --------------------------------------------------------------------------------
  57.  
  58. sf2ce breakpoints
  59.  
  60. bp 095566, 1, {printf "hit damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
  61. bp 039BB0, 1, {printf "wall throw damage: %d", d0 band ffff; g}
  62. bp 039BE6, 1, {printf "throw damage (A): %d", d0 band ffff; g}
  63. bp 003814, 1, {printf "throw damage (B): %d", d4 band ffff; g}
  64. bp 003516, 1, {printf "hold damage: %d", d4 band ffff; g}
  65. bp 03D11C, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.pw@ff0b2c, a0, maincpu.ow@(pc-6); g}
  66. bp 00385C, 1, {printf "throw dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+36, maincpu.ow@(pc+12); g}
  67.  
  68. sf2ce random damage modifier tables for hits and throws
  69. 0AAE94:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset $000
  70. 0AAEA4:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  71. 0AAEB4:  01 02 03 01 02 01 02 01 01 01 01 02 01 01 01 01 offset $020
  72. 0AAEC4:  02 01 03 01 03 01 02 03 01 01 02 01 01 02 01 01
  73. 0AAED4:  02 01 01 01 01 01 01 01 01 03 01 04 02 02 04 02 offset $040
  74. 0AAEE4:  02 01 02 01 06 01 05 01 01 01 01 03 01 01 01 01
  75. 0AAEF4:  00 00 00 00 00 0A 00 00 00 00 0A 00 00 00 00 00 offset $060
  76. 0AAF04:  00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 00
  77. 0AAF14:  00 F6 00 00 00 00 00 00 00 00 0A 00 00 00 0A 00 offset $080
  78. 0AAF24:  00 00 00 00 F1 00 00 00 00 0F 00 00 00 00 00 F6
  79. 0AAF34:  00 0A F1 F6 0A 00 F1 0F 0F 0F 00 F1 0F F1 0A 0F offset $0A0
  80. 0AAF44:  F1 00 F1 0A F6 0F 0F F6 F6 0F F1 0F F1 0F F1 F1
  81. 0AAF54:  EF 08 FE EF 08 EF F4 EF 0D EF 0D 0D 0D 0D 0D FE offset $0C0
  82. 0AAF64:  EF FE EF 08 F4 0D EF 0D F4 EF 0D 0D EF FE 08 F4
  83. 0AAF74:  FC F2 ED 0B FC ED 06 ED 0B ED 06 ED 06 0B ED F2 offset $0E0
  84. 0AAF84:  F2 0B 0B 0B ED 0B 0B 0B ED 06 FC ED 0B F2 FC ED
  85. 0AAF94:  FD FD FF FD FD FF FD FD FD FE 01 FD FD 02 FE FD offset $100
  86. 0AAFA4:  FD 00 FD FD FD FD 00 FD FE FD FD FE FE FD FD FE
  87. 0AAFB4:  FC FC FC FC FC FC 06 FC 0B FC FC FC FC FC FC FC offset $120
  88. 0AAFC4:  FC FC FC FC FC FC FC FC FC 06 FC FC FC FC FC FC
  89. 0AAFD4:  18 18 18 18 18 18 14 14 14 14 14 10 10 10 10 10 offset $140
  90. 0AAFE4:  0C 0C 0C 0C 0C 08 08 08 08 08 04 04 04 04 04 11
  91. 0AAFF4:  00 18 00 30 00 48 00 60 00 78 00 90 00 A8 00 C0 offset $160
  92. 0AB004:  00 D8 00 F0 01 08 01 20 01 20 01 5C 01 98 01 D4
  93. 0AB014:  01 20 02 10 02 4C 02 88 02 C4 03 00 03 3C 03 78 offset $180
  94. 0AB024:  03 9C 03 C4 03 EC 04 14 03 9C 04 3C 04 64 04 8C
  95. 0AB034:  04 B4 04 DC 05 04 05 2C 05 3C 05 50 05 64 05 78 offset $1A0
  96. 0AB044:  05 3C 05 8C 05 A0 05 B4 05 C8 05 DC 05 F0 06 04
  97. 0AB054:  06 00 06 48 06 90 06 D8 06 00 07 20 07 68 07 B0 offset $1C0
  98. 0AB064:  07 F8 08 40 08 88 08 D0 00 C0 00 FC 01 38 01 74
  99. 0AB074:  00 C0 01 B0 01 EC 02 28 02 64 02 A0 02 DC 03 18 offset $1E0
  100. 0AB084:  08 E8 08 F8 09 08 09 18 08 E8 09 28 09 38 09 48
  101.  
  102. sf2ce random dizzy modifier table for hits
  103. 03D186:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
  104. 03D196:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
  105.  
  106. sf2ce random dizzy modifier table for throws
  107. 003892:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
  108. 0038A2:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
  109. --------------------------------------------------------------------------------
  110.  
  111. sf2hf breakpoints
  112.  
  113. bp 09C8D8, 1, {printf "hit damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
  114. bp 015852, 1, {printf "wall throw damage: %d", d0 band ffff; g}
  115. bp 015888, 1, {printf "throw damage: %d", d0 band ffff; g}
  116. bp 0074A0, maincpu.pd@a7 != pc-b2, {printf "throw/hold damage: %d", d4 band ffff; g}
  117. bp 084A6E, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.pw@ff0110, a0, maincpu.ow@(pc-6); g}
  118. bp 00769E, 1, {printf "throw dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+36, maincpu.ow@(pc+12); g}
  119.  
  120. sf2hf random damage modifier tables for hits and throws
  121. 0460F4:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset $000
  122. 046104:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
  123. 046114:  01 02 03 01 02 01 02 01 01 01 01 02 01 01 01 01 offset $020
  124. 046124:  02 01 03 01 03 01 02 03 01 01 02 01 01 02 01 01
  125. 046134:  02 01 01 01 01 01 01 01 01 03 01 04 02 02 04 02 offset $040
  126. 046144:  02 01 02 01 06 01 05 01 01 01 01 03 01 01 01 01
  127. 046154:  00 00 00 00 00 0A 00 00 00 00 0A 00 00 00 00 00 offset $060
  128. 046164:  00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 00
  129. 046174:  00 F6 00 00 00 00 00 00 00 00 0A 00 00 00 0A 00 offset $080
  130. 046184:  00 00 00 00 F1 00 00 00 00 0F 00 00 00 00 00 F6
  131. 046194:  00 0A F1 F6 0A 00 F1 0F 0F 0F 00 F1 0F F1 0A 0F offset $0A0
  132. 0461A4:  F1 00 F1 0A F6 0F 0F F6 F6 0F F1 0F F1 0F F1 F1
  133. 0461B4:  EF 08 FE EF 08 EF F4 EF 0D EF 0D 0D 0D 0D 0D FE offset $0C0
  134. 0461C4:  EF FE EF 08 F4 0D EF 0D F4 EF 0D 0D EF FE 08 F4
  135. 0461D4:  FC F2 ED 0B FC ED 06 ED 0B ED 06 ED 06 0B ED F2 offset $0E0
  136. 0461E4:  F2 0B 0B 0B ED 0B 0B 0B ED 06 FC ED 0B F2 FC ED
  137. 0461F4:  FD FD FF FD FD FF FD FD FD FE 01 FD FD 02 FE FD offset $100
  138. 046204:  FD 00 FD FD FD FD 00 FD FE FD FD FE FE FD FD FE
  139. 046214:  FC FC FC FC FC FC 06 FC 0B FC FC FC FC FC FC FC offset $120
  140. 046224:  FC FC FC FC FC FC FC FC FC 06 FC FC FC FC FC FC
  141. 046234:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 offset $140
  142. 046244:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06
  143. 046254:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D offset $160
  144. 046264:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D
  145. 046274:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 offset $180
  146. 046284:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15
  147. 046294:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E offset $1A0
  148. 0462A4:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E
  149. 0462B4:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 offset $1C0
  150. 0462C4:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28
  151. 0462D4:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 offset $1E0
  152. 0462E4:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33
  153.  
  154. sf2hf random dizzy modifier table for hits
  155. 084AD8:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
  156. 084AE8:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
  157.  
  158. sf2hf random dizzy modifier table for throws
  159. 0076D4:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
  160. 0076E4:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
  161. --------------------------------------------------------------------------------
  162.  
  163. ssf2 breakpoints
  164.  
  165. bp 092978, 1, {printf "hit damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
  166. bp 06D210, 1, {printf "wall throw damage: %d", d0 band ffff; g}
  167. bp 06D246, 1, {printf "throw damage (A): %d", d0 band ffff; g}
  168. bp 004488, 1, {printf "throw damage (B): %d", d4 band ffff; g}
  169. bp 00467C, maincpu.pd@(a7+4) == pc+1fe, {printf "throw damage (C): %d", d4 band ffff; g}
  170. bp 00474C, 1, {printf "cmd throw damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d4 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d3 band ffff); g}
  171. bp 004534, 1, {printf "hold damage: %d", d4 band ffff; g}
  172. bp 0712C8, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.pw@ff2610, a0, maincpu.ow@(pc-6); g}
  173. bp 00495C, 1, {printf "throw dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+6C9D6, maincpu.ow@(pc+6C8F0); g}
  174.  
  175. ssf2 random damage modifier tables for hits and throws
  176. 0B40DE:  00 00 02 00 00 00 00 FF 00 01 00 00 00 02 00 00 offset $000
  177. 0B40EE:  00 00 01 00 00 00 03 00 FE 00 00 00 00 00 00 00
  178. 0B40FE:  01 00 00 00 02 00 00 00 00 FE 00 01 00 00 00 02 offset $020
  179. 0B410E:  03 00 00 00 00 FF 02 00 00 03 00 01 00 00 00 00
  180. 0B411E:  01 02 00 00 00 FF 03 02 00 FE 00 03 04 01 FD 00 offset $040
  181. 0B412E:  01 04 00 01 04 02 00 00 00 02 00 00 00 00 00 02
  182. 0B413E:  05 FD 04 00 06 00 FC 00 00 00 02 06 00 04 04 00 offset $060
  183. 0B414E:  03 04 00 03 00 FB 00 05 02 FE 00 03 05 00 06 FF
  184. 0B415E:  FB 08 00 00 00 00 06 05 06 00 04 07 FD 00 00 FB offset $080
  185. 0B416E:  00 00 04 06 00 00 08 00 06 05 00 00 FC 06 00 FC
  186. 0B417E:  F6 00 05 0A 00 00 00 00 00 FB 00 F8 00 08 0A 00 offset $0A0
  187. 0B418E:  00 00 0A 06 F6 0A 00 F6 F6 00 00 00 00 00 00 00
  188. 0B419E:  02 00 00 00 01 03 00 00 00 FE 00 00 00 00 04 00 offset $0C0
  189. 0B41AE:  00 00 00 FF 00 03 00 00 00 02 00 00 00 01 00 00
  190. 0B41BE:  00 03 04 00 00 00 00 00 00 00 02 00 00 00 01 00 offset $0E0
  191. 0B41CE:  03 00 00 02 FF 04 00 01 FE 02 00 00 03 00 00 01
  192. 0B41DE:  01 04 00 05 00 00 00 03 00 00 02 03 06 01 04 00 offset $100
  193. 0B41EE:  02 00 05 FF 00 FE 00 00 01 FD 00 06 00 00 00 06
  194. 0B41FE:  06 00 00 04 04 00 FD 00 00 FE 04 04 06 03 05 00 offset $120
  195. 0B420E:  05 FF 05 03 FC 00 00 00 04 00 FB 00 00 00 05 06
  196. 0B421E:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 offset $140
  197. 0B422E:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06
  198. 0B423E:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D offset $160
  199. 0B424E:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D
  200. 0B425E:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 offset $180
  201. 0B426E:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15
  202. 0B427E:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E offset $1A0
  203. 0B428E:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E
  204. 0B429E:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 offset $1C0
  205. 0B42AE:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28
  206. 0B42BE:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 offset $1E0
  207. 0B42CE:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33
  208.  
  209. ssf2 random dizzy modifier table for hits and throws
  210. 071332:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
  211. 071342:  FF FD 00 03 00 01 00 01 FF 00 FE 02 FE 02 00 FF
  212. --------------------------------------------------------------------------------
  213.  
  214. ssf2t breakpoints
  215.  
  216. bp 0BEE64, 1, {printf "hit damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
  217. bp 07AB38, 1, {printf "wall throw damage: %d", d0 band ffff; g}
  218. bp 07AB6E, 1, {printf "throw damage (A): %d", d0 band ffff; g}
  219. bp 004B10, maincpu.pd@(a7+4) == pc-224 or maincpu.pd@(a7+4) == pc+26a, {printf "throw damage (B): %d", d4 band ffff; g}
  220. bp 004BCC, 1, {printf "cmd throw damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d4 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d3 band ffff); g}
  221. bp 0049B0, 1, {printf "hold damage: %d", d4 band ffff; g}
  222. bp 07F330, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.pw@ff28ec, a0, maincpu.ow@(pc-6); g}
  223. bp 004F24, 1, {printf "throw dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+7A476, maincpu.ow@(pc+7A390); g}
  224.  
  225. ssf2t random damage modifier tables for hits and throws
  226. 0E7996:  00 00 02 00 00 00 00 FF 00 01 00 00 00 02 00 00 offset $000
  227. 0E79A6:  00 00 01 00 00 00 03 00 FE 00 00 00 00 00 00 00
  228. 0E79B6:  01 00 00 00 02 00 00 00 00 FE 00 01 00 00 00 02 offset $020
  229. 0E79C6:  03 00 00 00 00 FF 02 00 00 03 00 01 00 00 00 00
  230. 0E79D6:  01 02 00 00 00 FF 03 02 00 FE 00 03 04 01 FD 00 offset $040
  231. 0E79E6:  01 04 00 01 04 02 00 00 00 02 00 00 00 00 00 02
  232. 0E79F6:  05 FD 04 00 06 00 FC 00 00 00 02 06 00 04 04 00 offset $060
  233. 0E7A06:  03 04 00 03 00 FB 00 05 02 FE 00 03 05 00 06 FF
  234. 0E7A16:  FB 08 00 00 00 00 06 05 06 00 04 07 FD 00 00 FB offset $080
  235. 0E7A26:  00 00 04 06 00 00 08 00 06 05 00 00 FC 06 00 FC
  236. 0E7A36:  F6 00 05 0A 00 00 00 00 00 FB 00 F8 00 08 0A 00 offset $0A0
  237. 0E7A46:  00 00 0A 06 F6 0A 00 F6 F6 00 00 00 00 00 00 00
  238. 0E7A56:  02 00 00 00 01 03 00 00 00 FE 00 00 00 00 04 00 offset $0C0
  239. 0E7A66:  00 00 00 FF 00 03 00 00 00 02 00 00 00 01 00 00
  240. 0E7A76:  00 03 04 00 00 00 00 00 00 00 02 00 00 00 01 00 offset $0E0
  241. 0E7A86:  03 00 00 02 FF 04 00 01 FE 02 00 00 03 00 00 01
  242. 0E7A96:  01 04 00 05 00 00 00 03 00 00 02 03 06 01 04 00 offset $100
  243. 0E7AA6:  02 00 05 FF 00 FE 00 00 01 FD 00 06 00 00 00 06
  244. 0E7AB6:  06 00 00 04 04 00 FD 00 00 FE 04 04 06 03 05 00 offset $120
  245. 0E7AC6:  05 FF 05 03 FC 00 00 00 04 00 FB 00 00 00 05 06
  246. 0E7AD6:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 offset $140
  247. 0E7AE6:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06
  248. 0E7AF6:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D offset $160
  249. 0E7B06:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D
  250. 0E7B16:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 offset $180
  251. 0E7B26:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15
  252. 0E7B36:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E offset $1A0
  253. 0E7B46:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E
  254. 0E7B56:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 offset $1C0
  255. 0E7B66:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28
  256. 0E7B76:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 offset $1E0
  257. 0E7B86:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33
  258.  
  259. ssf2t random dizzy modifier table for hits and throws
  260. 07F39A:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
  261. 07F3AA:  FF FD 00 03 00 01 00 01 FF 00 FE 02 FE 02 00 FF
  262. --------------------------------------------------------------------------------
  263.  
  264. hsf2 breakpoints
  265.  
  266. bp 0C2FE0, 1, {printf "hit damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
  267. bp 069240, 1, {printf "wall throw damage: %d", d0 band ffff; g}
  268. bp 069278, 1, {printf "throw damage (A): %d", d0 band ffff; g}
  269. bp 0049AE, 1, {printf "throw damage (B): %d", d4 band ffff; g}
  270. bp 004BA6, maincpu.pd@(a7+4) == pc+272, {printf "cmd throw damage (A): %d", d4 band ffff; g}
  271. bp 004C74, 1, {printf "cmd throw damage (B): (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d4 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d3 band ffff); g}
  272. bp 004A52, 1, {printf "hold damage: %d", d4 band ffff; g}
  273. bp 06D99A, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.pw@ff23d2, a0, maincpu.ow@(pc-6); g}
  274. bp 004FD4, 1, {printf "throw dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+68A2A, maincpu.ow@(pc+6894A); g}
  275. bp 06E87E, 1, {printf "CPS1 dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.pw@ff23d2, a0, maincpu.ow@(pc-6); g}
  276. bp 00504C, 1, {printf "CPS1 throw dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc-28, maincpu.ow@(pc+12); g}
  277.  
  278. hsf2 random damage modifier tables for hits and throws
  279. 0E7CDC:  00 00 02 00 00 00 00 FF 00 01 00 00 00 02 00 00 offset $000
  280. 0E7CEC:  00 00 01 00 00 00 03 00 FE 00 00 00 00 00 00 00
  281. 0E7CFC:  01 00 00 00 02 00 00 00 00 FE 00 01 00 00 00 02 offset $020
  282. 0E7D0C:  03 00 00 00 00 FF 02 00 00 03 00 01 00 00 00 00
  283. 0E7D1C:  01 02 00 00 00 FF 03 02 00 FE 00 03 04 01 FD 00 offset $040
  284. 0E7D2C:  01 04 00 01 04 02 00 00 00 02 00 00 00 00 00 02
  285. 0E7D3C:  05 FD 04 00 06 00 FC 00 00 00 02 06 00 04 04 00 offset $060
  286. 0E7D4C:  03 04 00 03 00 FB 00 05 02 FE 00 03 05 00 06 FF
  287. 0E7D5C:  FB 08 00 00 00 00 06 05 06 00 04 07 FD 00 00 FB offset $080
  288. 0E7D6C:  00 00 04 06 00 00 08 00 06 05 00 00 FC 06 00 FC
  289. 0E7D7C:  F6 00 05 0A 00 00 00 00 00 FB 00 F8 00 08 0A 00 offset $0A0
  290. 0E7D8C:  00 00 0A 06 F6 0A 00 F6 F6 00 00 00 00 00 00 00
  291. 0E7D9C:  02 00 00 00 01 03 00 00 00 FE 00 00 00 00 04 00 offset $0C0
  292. 0E7DAC:  00 00 00 FF 00 03 00 00 00 02 00 00 00 01 00 00
  293. 0E7DBC:  00 03 04 00 00 00 00 00 00 00 02 00 00 00 01 00 offset $0E0
  294. 0E7DCC:  03 00 00 02 FF 04 00 01 FE 02 00 00 03 00 00 01
  295. 0E7DDC:  01 04 00 05 00 00 00 03 00 00 02 03 06 01 04 00 offset $100
  296. 0E7DEC:  02 00 05 FF 00 FE 00 00 01 FD 00 06 00 00 00 06
  297. 0E7DFC:  06 00 00 04 04 00 FD 00 00 FE 04 04 06 03 05 00 offset $120
  298. 0E7E0C:  05 FF 05 03 FC 00 00 00 04 00 FB 00 00 00 05 06
  299. 0E7E1C:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 offset $140
  300. 0E7E2C:  06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06
  301. 0E7E3C:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D offset $160
  302. 0E7E4C:  0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D
  303. 0E7E5C:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 offset $180
  304. 0E7E6C:  15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15
  305. 0E7E7C:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E offset $1A0
  306. 0E7E8C:  1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E
  307. 0E7E9C:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 offset $1C0
  308. 0E7EAC:  28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28
  309. 0E7EBC:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 offset $1E0
  310. 0E7ECC:  33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33
  311.  
  312. hsf2 random dizzy modifier table for hits and throws
  313. 06D9FE:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
  314. 06DA0E:  FF FD 00 03 00 01 00 01 FF 00 FE 02 FE 02 00 FF
  315.  
  316. hsf2 random dizzy modifier table for hits (CPS1 chars)
  317. 06E8E2:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
  318. 06E8F2:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
  319.  
  320. hsf2 random dizzy modifier table for throws (CPS1 chars, decrypted)
  321. 005024:  01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
  322. 005034:  03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
RAW Paste Data
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